For anything organic I just start in Zbrush and rough out a form with dynamesh or whatever works. It's a good idea to GoZ it at some point into a modelling program to get the scale set. I export a decimated version to build a low-poly from using 3dcoat (or any modeling application). For anything hard-surface, modular etc,…
3D Props & Weapons Artist Portfolio: https://g-3l.artstation.com/ Contact: DMs or gggl3d0@gmail.com Hi! I'm a 3D Props and Weapons Artist with over 8 years of experience creating game-ready assets for indie games, weapon mods, and various real-time projects. Skills: Hard Surface Modeling Texturing (Substance Suite) UV…
Because that'll just create a basic phong material, which is a basic representation of surfaces in real life. There's many view dependent, surface dependent effects that occur on surfaces that simply phong spec diffuse and normal can't express.
Your post has been here for a bit and it hasn't got any response. There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your model naked so you can…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
The first example is using a NURB surface that is parented, I am just not sure how to get the cape to behave at the extreme positions. To make the arm joint drive the shawl joints, I created a Connection holding group inside the Offset group, and that is where the connection is housed, to keep the actual controller clean.…
Hey Polycount, Two years ago, I posted here as a 15-year-old asking for advice on how to grow as a 3D artist. Thanks to the great community and the guidance I received, I’ve made a lot of progress since then. Now at 17, I’ve completed several freelance projects and developed strong skills in: * Game-ready asset creation *…
oh no what is happening here here's some actual tips for making metals and other hard surface materials: -STUDY REFERENCE!!! when making fictional items, find materials similar to what you want to make and study exactly how the material acts. is it glossy or not? dark shadows (diffuse) or fairly light? it shouldn't be hard…
The harsh truth is that you don't get anywhere with the current content on your portfolio. You need to start learning these things ASAP: 1. A high poly model. Either a hard surface or an organic asset. The workflow for hard surface stuff is generally requiring a subdivisioin surface modeling, and the organic workflow…
I'd suggest to avoid flat surface vertices as much as possible, the only "rule" that would allow to let a little vertex in the middle of a flat surface would be "avoid tiny-long triangles", else, there's no need to put vertices in the middle of a flat surface